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3 Commits
8ce24ce5f8
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fd73f03aa5
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fd73f03aa5 | |||
df1f116b3d | |||
aa43011e8d |
@@ -35,6 +35,7 @@ type AssetStore struct {
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// These members are used to store things we've already loaded
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fonts map[string]*Font
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generic *data.Generic
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maps map[string]*Map
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menus map[string]*Menu
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objs map[string]*Object
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62
internal/assetstore/data.go
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62
internal/assetstore/data.go
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@@ -0,0 +1,62 @@
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package assetstore
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import (
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"code.ur.gs/lupine/ordoor/internal/config"
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"code.ur.gs/lupine/ordoor/internal/data"
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)
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// Generic returns a struct containing a grab-bag of otherwise-unrelated data
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// TODO: it would be nice if this could be cleaner
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func (a *AssetStore) Generic() (*data.Generic, error) {
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if a.generic != nil {
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return a.generic, nil
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}
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filename, err := a.lookup("GenericData", "dat", "Data")
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if err != nil {
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return nil, err
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}
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generic, err := data.LoadGeneric(filename)
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if err != nil {
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return nil, err
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}
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a.generic = generic
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return generic, nil
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}
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func (a *AssetStore) DefaultOptions() (*config.Options, error) {
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cfg := &config.Options{}
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g, err := a.Generic()
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if err != nil {
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return nil, err
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}
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cfg.PlayMovies = intToBool(g.Options[data.OptionMovies])
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cfg.PlayMusic = intToBool(g.Options[data.OptionMusic])
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cfg.CombatVoices = intToBool(g.Options[data.OptionCombatVoices])
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cfg.ShowGrid = intToBool(g.Options[data.OptionGrid])
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cfg.ShowPaths = intToBool(g.Options[data.OptionShowPaths])
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cfg.PointSaving = intToBool(g.Options[data.OptionPointSave])
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cfg.AutoCutLevel = intToBool(g.Options[data.OptionAutoCutLevel])
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cfg.Animations = intToBool(g.Options[data.OptionShowUnitAnimations])
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// These are overrides of data.OptionCombatResolution. *This* default from
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// 1998 is no good at all!
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cfg.XRes = 1280
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cfg.YRes = 1024
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cfg.MusicVolume = g.Options[data.OptionMusicVolume]
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cfg.SFXVolume = g.Options[data.OptionSoundEffectsVolume]
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cfg.UnitSpeed = g.Options[data.OptionUnitAnimationSpeed]
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cfg.AnimSpeed = g.Options[data.OptionEffectAnimationSpeed]
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return cfg, nil
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}
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func intToBool(i int) bool {
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return i > 0
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}
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@@ -1,6 +1,7 @@
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package config
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import (
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"errors"
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"os"
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"path/filepath"
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@@ -37,8 +38,9 @@ type Options struct {
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type Config struct {
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filename string `toml:"-"`
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Ordoor `toml:"ordoor"`
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Options `toml:"options"`
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Defaults *Options `toml:"-"`
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Ordoor `toml:"ordoor"`
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Options `toml:"options"`
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}
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func Load(filename string) (*Config, error) {
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@@ -54,6 +56,12 @@ func Load(filename string) (*Config, error) {
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return &out, err
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}
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func (c *Config) HasUnsetOptions() bool {
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var empty Options
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return c.Options == empty
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}
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func (c *Config) Save() error {
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f, err := os.OpenFile(c.filename, os.O_WRONLY, 0644)
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if err != nil {
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@@ -69,6 +77,16 @@ func (c *Config) DataFile(path string) string {
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return filepath.Join(c.DataDir, path)
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}
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func (c *Config) ResetDefaults() error {
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if c.Defaults == nil {
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return errors.New("Defaults not available")
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}
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c.Options = *c.Defaults
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return c.Save()
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}
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func (o *Options) ResolutionIndex() int {
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if o.XRes == 640 && o.YRes == 480 {
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return 1
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@@ -11,8 +11,8 @@ func (f *Flow) linkOptions() {
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f.configureSlider(options, "2.10", v10Slider) // Music volume slider
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f.configureSlider(options, "2.11", v10Slider) // SFX volume slider
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f.onClick(options, "2.12", f.acceptOptions()) // OK button
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f.onClick(options, "2.24", f.cancelOptions()) // Cancel button
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f.onClick(options, "2.12", f.acceptOptions) // OK button
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f.onClick(options, "2.24", f.cancelOptions) // Cancel button
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f.configureSlider(options, "2.26", h9Slider) // Unit speed slider
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f.configureSlider(options, "2.27", h9Slider) // Animation speed slider
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@@ -21,31 +21,27 @@ func (f *Flow) linkOptions() {
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// TODO: implement keybindings save/load behaviour
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f.onClick(kbd, "3.1", f.setDriver(options)) // Done button
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f.onClick(kbd, "3.2", f.setDriver(options)) // Cancel button
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f.onClick(kbd, "3.4", func() {}) // Reset to defaults button
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f.onClick(kbd, "3.4", func() {}) // TODO: Reset to defaults button
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}
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// FIXME: exiting is a bit OTT. Perhaps display "save failed"?
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func (f *Flow) acceptOptions() func() {
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return func() {
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if err := f.optionsIntoConfig(); err != nil {
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log.Printf("Saving options to config failed: %v", err)
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f.exit = err
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} else {
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f.setDriverNow(main)
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}
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func (f *Flow) acceptOptions() {
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if err := f.optionsIntoConfig(); err != nil {
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log.Printf("Saving options to config failed: %v", err)
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f.exit = err
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} else {
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f.setDriverNow(main)
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}
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}
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// FIXME: again, exiting is OTT. We're just resetting the state of
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// the interface to the values in config.
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func (f *Flow) cancelOptions() func() {
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return func() {
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if err := f.configIntoOptions(); err != nil {
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log.Printf("Saving options to config failed: %v", err)
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f.exit = err
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} else {
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f.exit = f.returnToLastDriverNow(options)
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}
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func (f *Flow) cancelOptions() {
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if err := f.configIntoOptions(); err != nil {
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log.Printf("Saving options to config failed: %v", err)
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f.exit = err
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} else {
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f.exit = f.returnToLastDriverNow(options)
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}
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}
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@@ -35,6 +35,8 @@ type Ordoor struct {
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music *audio.Player
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win *ui.Window
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ship *Ship
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state gameState
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nextState gameState
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@@ -53,6 +55,18 @@ func Run(configFile string, overrideX, overrideY int) error {
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return fmt.Errorf("Failed to initialize asset store: %v", err)
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}
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defaults, err := assets.DefaultOptions()
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if err != nil {
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return fmt.Errorf("Failed to read option defaults: %v", err)
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}
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cfg.Defaults = defaults
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if cfg.HasUnsetOptions() {
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if err := cfg.ResetDefaults(); err != nil {
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return fmt.Errorf("Failed to set options on first-start: %v", err)
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}
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}
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if _, err := audio.NewContext(48000); err != nil {
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return fmt.Errorf("Failed to set up audio context: %v", err)
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}
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70
internal/ordoor/ship.go
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70
internal/ordoor/ship.go
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@@ -0,0 +1,70 @@
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package ordoor
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// Ship encapsulates campaign state, including current location in the campaign,
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// marines and their stats, supplies, etc.
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type Ship struct {
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CurrentMission string
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Squads []*Squad
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Captain *Character
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Chaplain *Character
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Apothecary *Character
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Techmarines [2]*Character
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Librarians [4]*Character
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}
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type SquadType int
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type CharacterType int
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const (
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SquadTypeTactical SquadType = 0
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SquadTypeTerminator SquadType = 1
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SquadTypeAssault SquadType = 2
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SquadTypeDevastator SquadType = 3
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CharTypeMarine CharacterType = 0
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CharTypeCaptain CharacterType = 1
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CharTypeChaplain CharacterType = 2
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CharTypeApothecary CharacterType = 3
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CharTypeTechmarine CharacterType = 4
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CharTypeLibrarian CharacterType = 5
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)
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type Squad struct {
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Type SquadType
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Characters []*Character
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}
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type Character struct {
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Name string
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Type CharacterType
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Stats
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Honours
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}
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type Stats struct {
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ActionPoints int
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Health int
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Armour int
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BallisticSkill int
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WeaponSkill int
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Strength int
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Toughness int
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Initiative int
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Attacks int
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Leadership int
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MissionCount int
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KillCount int
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Experience int
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}
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type Honours struct {
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Marksman bool
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CruxTerminatus bool
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PuritySeal bool
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ImperialLaurel bool
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}
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